"Heaven take it away! Hippopotami should not have human hands and carry torches..."
Under the Pyramids
by H.P. Lovecraft and Harry Houdini
Jarpha (Grunt)
No. Enc.: 3d4 (6d4)
Alignment: Neutral
Movement: 60' (20')
Armor Class: 5
Hit Dice: 4+1
Attacks: 1 (weapon)
Damage: 1d6+1 or by weapon
Save: F5
Morale: 4 (Improves by +1 per each pay upgrade)
The Jarpha have spread outwards across myriad worlds and realms. Mercenaries without a world of their own, the Jarpha have a fearsome reputation based on the glories and atrocities of a distant age that their leaders attempt to milk for all its worth. They serve many masters for payment, but only one cause stirs their hearts and gets them to stop complaining or grumbling for a brief moment and that is their devotion to someday claiming a place of their own and settling down to quiet, rustic villages to raise crops, bear real children (not vat-clones), and to pursue various quaint hobbies...none of which any of them have the slightest idea of how to do. No one really knows if it's all some sort of vestigial imprinting left in their systems from their progenitors or something else...
The Jarpha first appeared in Riskail and most recently have been pursuing Zeelia. There are a few knocking about beneath Wermspittle ever since their unit got separated and wandered through a Weak Point. They have been sighted in other settings and campaigns as well...